shader params can stay inside Renderer

This commit is contained in:
Paul Chote
2010-08-24 23:08:10 +12:00
parent 95c34c30ba
commit e4271b35dc
3 changed files with 6 additions and 9 deletions

View File

@@ -41,14 +41,13 @@ namespace OpenRA
public static XRandom CosmeticRandom = new XRandom(); // not synced
public static Renderer Renderer;
static int2 clientSize;
public static Session LobbyInfo = new Session();
static void LoadMap(string uid)
{
var map = modData.PrepareMap(uid);
viewport = new Viewport(clientSize, map.TopLeft, map.BottomRight, Renderer);
viewport = new Viewport(new float2(Renderer.Resolution), map.TopLeft, map.BottomRight, Renderer);
world = null; // trying to access the old world will NRE, rather than silently doing it wrong.
Timer.Time("viewport: {0}");
world = new World(modData.Manifest, map);
@@ -268,7 +267,6 @@ namespace OpenRA
modData = new ModData( LobbyInfo.GlobalSettings.Mods );
Renderer.SheetSize = Settings.Game.SheetSize;
Renderer.Initialize( Game.Settings.Graphics.Mode );
Sound.Initialize();
@@ -278,7 +276,6 @@ namespace OpenRA
PerfHistory.items["cursor"].hasNormalTick = false;
Renderer = new Renderer();
clientSize = new int2(Renderer.Resolution);
JoinLocal();
StartGame(modData.Manifest.ShellmapUid);

View File

@@ -56,11 +56,14 @@ namespace OpenRA.Graphics
public IGraphicsDevice Device { get { return device; } }
public void BeginFrame(float2 r1, float2 r2, float2 scroll)
public void BeginFrame(float2 scroll)
{
device.Begin();
device.Clear(Color.Black);
float2 r1 = new float2(2f/Resolution.Width, -2f/Resolution.Height);
float2 r2 = new float2(-1, 1);
SetShaderParams( SpriteShader, r1, r2, scroll );
SetShaderParams( LineShader, r1, r2, scroll );
SetShaderParams( RgbaSpriteShader, r1, r2, scroll );

View File

@@ -50,10 +50,7 @@ namespace OpenRA.Graphics
{
Timer.Time( "DrawRegions start" );
float2 r1 = new float2(2, -2) / screenSize;
float2 r2 = new float2(-1, 1);
renderer.BeginFrame(r1, r2, scrollPosition.ToInt2());
renderer.BeginFrame(scrollPosition.ToInt2());
world.WorldRenderer.Draw();
Timer.Time( "worldRenderer: {0}" );